<!doctype html>
<html lang="en">
	<head>
		<title>three.js webgl - collada</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				font-family: Monospace;
				background-color: #000000;
				margin: 0px;
				overflow: hidden;
			}
		</style>
	</head>
	<body>
		<script src="../build/Three.js"></script>

		<script src="js/Detector.js"></script>
		<script src="js/Stats.js"></script>

		<script>

			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

			var container, stats;

			var camera, scene, renderer, objects;
			var particleLight, pointLight;
			var dae, skin;

			var loader = new THREE.ColladaLoader();
			loader.options.convertUpAxis = true;
			loader.load( './models/monster.dae', function colladaReady( collada ) {

				dae = collada.scene;
				skin = collada.skins[ 0 ];

				dae.scale.x = dae.scale.y = dae.scale.z = 0.002;
				dae.updateMatrix();

				init();
				animate();

			} );

			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				scene = new THREE.Scene();

				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
				camera.position.set( 2, 2, 3 );
				scene.add( camera );

				// Grid

				var line_material = new THREE.LineBasicMaterial( { color: 0xcccccc, opacity: 0.2 } ),
					geometry = new THREE.Geometry(),
					floor = -0.04, step = 1, size = 14;

				for ( var i = 0; i <= size / step * 2; i ++ ) {

					geometry.vertices.push( new THREE.Vertex( new THREE.Vector3( - size, floor, i * step - size ) ) );
					geometry.vertices.push( new THREE.Vertex( new THREE.Vector3(   size, floor, i * step - size ) ) );

					geometry.vertices.push( new THREE.Vertex( new THREE.Vector3( i * step - size, floor, -size ) ) );
					geometry.vertices.push( new THREE.Vertex( new THREE.Vector3( i * step - size, floor,  size ) ) );

				}

				var line = new THREE.Line( geometry, line_material, THREE.LinePieces );
				scene.add( line );

				// Add the COLLADA

				scene.add( dae );

				particleLight = new THREE.Mesh( new THREE.SphereGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) );
				scene.add( particleLight );

				// Lights

				scene.add( new THREE.AmbientLight( 0xcccccc ) );

				var directionalLight = new THREE.DirectionalLight(/*Math.random() * 0xffffff*/0xeeeeee );
				directionalLight.position.x = Math.random() - 0.5;
				directionalLight.position.y = Math.random() - 0.5;
				directionalLight.position.z = Math.random() - 0.5;
				directionalLight.position.normalize();
				scene.add( directionalLight );

				pointLight = new THREE.PointLight( 0xffffff, 4 );
				pointLight.position = particleLight.position;
				scene.add( pointLight );

				renderer = new THREE.WebGLRenderer();
				renderer.setSize( window.innerWidth, window.innerHeight );

				container.appendChild( renderer.domElement );

				stats = new Stats();
				stats.domElement.style.position = 'absolute';
				stats.domElement.style.top = '0px';
				container.appendChild( stats.domElement );

			}

			//

			var t = 0;
			function animate() {

				requestAnimationFrame( animate );

				if ( t > 30 ) t = 0;

				if ( skin ) {

					// guess this can be done smarter...

					// (Indeed, there are way more frames than needed and interpolation is not used at all
					//  could be something like - one morph per each skinning pose keyframe, or even less,
					//  animation could be resampled, morphing interpolation handles sparse keyframes quite well.
					//  Simple animation cycles like this look ok with 10-15 frames instead of 100 ;)

					for ( var i = 0; i < skin.morphTargetInfluences.length; i++ ) {

						skin.morphTargetInfluences[ i ] = 0;

					}

					skin.morphTargetInfluences[ Math.floor( t ) ] = 1;

					t += 0.5;

				}

				render();
				stats.update();

			}

			function render() {

				var timer = Date.now() * 0.0005;

				camera.position.x = Math.cos( timer ) * 10;
				camera.position.y = 2;
				camera.position.z = Math.sin( timer ) * 10;

				camera.lookAt( scene.position );

				particleLight.position.x = Math.sin( timer * 4 ) * 3009;
				particleLight.position.y = Math.cos( timer * 5 ) * 4000;
				particleLight.position.z = Math.cos( timer * 4 ) * 3009;

				renderer.render( scene, camera );

			}

		</script>
	</body>
</html>
